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==''Metroid Prime''==
==''Metroid Prime''==
In ''[[Metroid Prime (game)|Metroid Prime]]'', Super Missiles are fired by charging up [[Samus Aran|Samus's]] [[Charge Beam]] and firing a missile. Once again, they are equivalent to five missiles and take up five missiles in use. When performing the technique with other beams, they will use the specific beam's combo, such as [[Wave Beam|Wave Beam's]] combo being the [[Wavebuster]], the [[Ice Beam|Ice Beam's]] combo being the [[Ice Spreader]], and the [[Plasma Beam|Plasma Beam's]] combo being the [[Flamethrower]].
In ''[[Metroid Prime (game)|Metroid Prime]]'', Super Missiles are fired by charging up [[Samus Aran|Samus']] [[Charge Beam]] and firing a missile. Once again, they are equivalent to five missiles and take up five missiles in use. When performing the technique with other beams, they will use the specific beam's combo, such as [[Wave Beam|Wave Beam's]] combo being the [[Wavebuster]], the [[Ice Beam|Ice Beam's]] combo being the [[Ice Spreader]], and the [[Plasma Beam|Plasma Beam's]] combo being the [[Flamethrower]].


==''Metroid Prime 2: Echoes''==
==''Metroid Prime 2: Echoes''==

Revision as of 06:32, 16 October 2010

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Super Missile

Samus firing a Super Missile in Super Smash Bros. Brawl

Game(s)

Metroid: Zero Mission
Metroid Prime
Metroid Prime 2: Echoes
Super Metroid
Metroid: Other M
Metroid Fusion
Super Smash Bros. Brawl

Users

Samus Aran
Dark Samus
SA-X

Located in

Metroid: Zero Mission: Varies
Metroid Prime: Phendrana Drifts
Metroid Prime 2: Echoes: Torvus Bog
Super Metroid: Brinstar
Metroid Fusion: Sector 3 (PYR)

Ammunition

5 Missiles (Metroid Prime, Metroid Prime 2: Echoes, and Metroid: Other M)
Single Super Missile (Metroid: Zero Mission and Super Metroid)
Single Missile
(Metroid Fusion)

Properties

Homing capabilities when locked on

Super Missiles are very powerful upgrades in the Metroid series, a more concussive version of the standard Missile. They are bulkier in appearance and are green tipped, as opposed to the slim, red-tipped Missiles. They are used to destroy certain armor and enemies, such as the substance Cordite.

Super Metroid

The Super Missiles first appear in Super Metroid, where they are as powerful as five ordinary missiles. They are also used to open green doors. The impact of one of these missiles will cause the screen to shake and will dislodge any nearby enemies which happen to be crawling on the walls and ceilings.

Metroid Fusion

Super Missiles appear in Metroid Fusion, but they are not a permanent item. Instead, they replace Samus' regular missiles until they are replaced by the Ice Missiles.

Metroid Prime

In Metroid Prime, Super Missiles are fired by charging up Samus' Charge Beam and firing a missile. Once again, they are equivalent to five missiles and take up five missiles in use. When performing the technique with other beams, they will use the specific beam's combo, such as Wave Beam's combo being the Wavebuster, the Ice Beam's combo being the Ice Spreader, and the Plasma Beam's combo being the Flamethrower.

Metroid Prime 2: Echoes

Super Missiles return in Metroid Prime 2: Echoes, identical in all ways except for the fact that they open green doors.

Metroid Zero Mission

In Zero Mission, Super Missiles returned to the way they worked in Super Metroid, being a separate weapon acting as a more powerful alternative to regular missiles.

Metroid Prime 3: Corruption

Super Missiles do not make an appearance in Metroid Prime 3: Corruption since there is already a Hyper Missile, and a return of the Super Missile would be redundant.

Gallery

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